ScottTykoski

ScottTykoski

Joined Last seen Member # 93
42 Posts 337 Replies 2,367 Reputation

I think one of the big bonuses to GalCiv is the structure Brad (Frogboy) has set up for continued updates to the game after 1.0 is released. I'm probably considered biased since I'm a developer of here at Stardock, but as a gamer I think this is a perfect distribution model for PC games (and console games one they get online). While most games will put out a few patches to fix glaring bugs or tweak the game so certain modes of play aren't as overpowering (cheese tactics), Brad (and the rest of

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Unfourtunatly, at this time, that is the only way :( We'll put it on our list of things to fix/add, though, and try to get somethign working by 1.0 If not, It'll definaly be put in an upcoming verion (1.x) cause It'll certainly be useful.

3 Replies 115 Views

Yeah. The others are context windows, based on a few things. One is a "Metaverse" button, that'll minimize GalCiv and bring up your metaverse standings. Another is the "High Scores" button, that'll do the same, only bring up jsut the high-score list of the metaverse. The last is a "Continue Game" button, that'll allow you to return to a game in progress if you leave to the main menu. The metaverse and highscore buttons will be enabled closer to release, where the Continue button currently w

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Defense and Research modules are definatly on the list. As for production bonuses, they're in terms of a % because they still need $$$ to get the job done, so the amount spent on production directly affects the # of units the factory can produce in a given month.

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What ML is talking about is definatly a semi "rock-paper-scissors" meathod of battle. Right now, all ships function the same. Some are faster, some are stronger, some are more defensive. Standard fare with unit based games. This idea would add a bit more depth to the functionality...jsut a bit, mind you, but enough to further strategy (which meens Brad would have more AI code to write, wihch is why it may not make it in for 1.0). You'd have 3 types of ships.. Normal Ships:

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We were going to have a "UP Leader Victory" WHere, if you had majority votes in the UnitedPlanets and voted yourself leader you won, but Brad felt it anti-climatic. Instead, there is a route to victory where you become allies with all the aliens in the game. You'll have to ask Brad for specifics on that one, though :(

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How about if we limit players on multiple levels. 1.) Production Limit: Besides looking bad when you get over 500 units being produced a month, the game begins snowballing with ships being cranked out at 1 per month and everything gets overwhelming. Place a 250 units per turn (or some #) so even if 2.) Limit # of starbases (per civ) allowed in a sector. This will force the player to start looking for techs that expand their sb's capacity, opposed to making 30 low level starb

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Well that's just crap ;) Any sector-bonus modules are supposed to be cumulative...I'll look into this soon (cause it is a bug). MasterL: Resources effect abilities, which are universal. If you gain an ability (through a resource or not) all of your ships are affected. Same if you lose an ability...your ships will no longer receive that bonus.

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Were you changing your government type regularly? I know, as you get into Star Democracy, and later Star Federation, the masses get VERY hard to please. I dont suggest moving past Republic until you have a firm grasp on morale (80% or more). Population may have also played a negative roll in things...planets overflowing with citizens get unhappy very quickly.

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That probably wont be changed for the sake of a friendly UI. Besides, why make 2 ships simultaneously when, in the end, they'll both be available at the same time. And, doing one at a time produces a usable ship half way through the process, there working on 2 at a time leaves you 'ship-less' for a longer period. Prestige is the same as influence, and should (and will) be changed for the sake of continuity. Starship Quality makes the ships produced by that colony stronger.<br

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Actually, Cari's reciently put in an "Anti-Matter" missile that you can build with basically the same suggestions as you has above. Once the art department gets us a missile image, we'll get it in the game ;) I also like the First-Strike idea, but pre-ceeding that in the "list of ship stuff to get in" is the bombardment unit. The bombardment ship will have limited attack and def against warships, but when attacking a planet the vessel will kill off (randomly) 1/99th -> 1/3rd of the po

6 Replies 210 Views

CBizarre: I dont know how others feel on this, but for me, input fields for #'s become annoying right from the start. We actually have plans to change the entry fields on the trade window (for tribute and influence trade) to sliders. However, if you feel enough players will wat more precision, we could always put an input field nearby and the player could easily use. We'll see what others have to say :)

28 Replies 827 Views